コード例 #1
0
   virtual void keyPressed(const KeyEventUnrecPtr e)
   {
       if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL)
       {
           TutorialWindow->closeWindow();
       }
       switch(e->getKey())
       {
       case KeyEvent::KEY_B:
           buildBox(Vec3f(10.0,10.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0));
           break;
	   case KeyEvent::KEY_UP:
           _IsUpKeyDown = true;
		   break;
	   case KeyEvent::KEY_DOWN:
           _IsDownKeyDown = true;
		   break;
	   case KeyEvent::KEY_LEFT:
           _IsLeftKeyDown = true;
		   break;
	   case KeyEvent::KEY_RIGHT:
           _IsRightKeyDown = true;
           break;
       case KeyEvent::KEY_D:
            {
                if(PhysDrawableNode->getTravMask())
                {
                    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());
                }
                else
                {
                    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMax());
                }
            }
            break;
       }
   }
コード例 #2
0
    virtual void keyPressed(const KeyEventUnrecPtr e)
    {
        //Exit
        if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND)
        {
            TutorialWindow->closeWindow();
        }

        //Toggle animation
        if(e->getKey() == KeyEvent::KEY_SPACE)
        {
            if(animationPaused)
                animationPaused = false;
            else
                animationPaused = true;
        }

        //Toggle bind pose
        if(e->getKey() == KeyEvent::KEY_B)
        {
            if(e->getModifiers() & KeyEvent::KEY_MODIFIER_SHIFT)
            {
                //Toggle mesh
                if(UnboundGeometry->getTravMask() == 0)
                {
                    UnboundGeometry->setTravMask(1);
                } 
                else
                {
                    UnboundGeometry->setTravMask(0);
                }
            }
            else
            {
                //Toggle skeleton
                if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawBindPose() == false)
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(true);
                } 
                else
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawBindPose(false);
                }
            }
        }

        //Toggle current pose
        if(e->getKey() == KeyEvent::KEY_P)
        {
            if(e->getModifiers() & KeyEvent::KEY_MODIFIER_SHIFT)
            {
                //Toggle mesh
                if(MeshNode->getTravMask() == 0)
                {
                    MeshNode->setTravMask(1);
                } 
                else
                {
                    MeshNode->setTravMask(0);
                }
            }
            else
            {
                //Toggle skeleton
                if(dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->getDrawPose() == false)
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(true);
                } 
                else
                {
                    dynamic_cast<SkeletonDrawable*>(SkeletonNode->getCore())->setDrawPose(false);
                }
            }
        }
    }
コード例 #3
0
// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);
	TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindow->addUpdateListener(&TheTutorialUpdateListener);


    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Make Main Scene Node
	NodeRefPtr scene = makeCoredNode<Group>();
    setName(scene, "scene");
    rootNode = Node::create();
    setName(rootNode, "rootNode");
    ComponentTransformRefPtr Trans;
    Trans = ComponentTransform::create();
    {
        rootNode->setCore(Trans);
 
        // add the torus as a child
        rootNode->addChild(scene);
    }

    //Make The Physics Characteristics Node
    PhysicsCharacteristicsDrawableUnrecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create();
        PhysDrawable->setRoot(rootNode);

	PhysDrawableNode = Node::create();
    PhysDrawableNode->setCore(PhysDrawable);
    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());

    rootNode->addChild(PhysDrawableNode);

    //Light Beacon
    NodeRefPtr TutorialLightBeacon = makeCoredNode<Transform>();

    //Light Node
    DirectionalLightRefPtr TutorialLight = DirectionalLight::create();
    TutorialLight->setDirection(0.0,0.0,-1.0);
    TutorialLight->setBeacon(TutorialLightBeacon);

    NodeRefPtr TutorialLightNode = Node::create();
    TutorialLightNode->setCore(TutorialLight);

    scene->addChild(TutorialLightNode);
    scene->addChild(TutorialLightBeacon);


    //Setup Physics Scene
    physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.01);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(1.0);
        //physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
        //physicsWorld->setCfm(0.001);
        //physicsWorld->setErp(0.2);

    hashSpace = PhysicsHashSpace::create();

    physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(hashSpace);
        physHandler->setUpdateNode(rootNode);
    physHandler->attachUpdateProducer(TutorialWindow->editEventProducer());
    

        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(hashSpace);


	/************************************************************************/
	/* create spaces, geoms and bodys                                                                     */
	/************************************************************************/
    //create a group for our space
    GroupRefPtr spaceGroup;
	spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
	//add Attachments to nodes...
	    spaceGroupNode->addAttachment(hashSpace);

	    TutorialLightNode->addChild(spaceGroupNode);

    //Create Character
    ShipBody = buildShip(Vec3f(3.0,3.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0));
    ShipMotor = buildMotor(ShipBody);

    for(UInt32 i(0) ; i<5 ; ++i)
    {
        buildBox(Vec3f(10.0,10.0,10.0), Pnt3f((Real32)(rand()%100)-50.0,(Real32)(rand()%100)-50.0,25.0));
    }

    // tell the manager what to manage
    mgr->setRoot  (rootNode);

    // show the whole rootNode
    mgr->showAll();
    
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "04ZeroGravityShip");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
コード例 #4
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Print key command info
    std::cout << "\n\nKEY COMMANDS:" << std::endl;
    std::cout << "space   Play/Pause the animation" << std::endl;
    std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
    std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl;
    std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
    std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl;
    std::cout << "CTRL-Q  Exit\n\n" << std::endl;


    //SkeletonDrawer System Material
    LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

    BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

    ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);


    //Skeleton
    ExampleSkeleton = SkeletonBlendedGeometry::create();

    //===========================================Joints==================================================================
    Matrix TempMat;
    Matrix InvBind;

    /*================================================================================================*/
    /*                                       Pelvis                                                   */
    Pelvis = Joint::create(); //create a joint called Pelvis 
    TempMat.setTranslate(0.0,7.0,0.0);
    Pelvis->setJointTransformation(TempMat);

    NodeRecPtr PelvisNode = makeNodeFor(Pelvis);

    InvBind = PelvisNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(Pelvis, InvBind);
    setName(Pelvis, "Pelvis Joint");
    setName(PelvisNode, "Pelvis Node");
    
    /*================================================================================================*/
    /*                                       Clavicle                                                   */
    Clavicle = Joint::create(); //create a joint called Clavicle 
    TempMat.setTranslate(0.0,5.0,0.0);
    Clavicle->setJointTransformation(TempMat);

    NodeRecPtr ClavicleNode = makeNodeFor(Clavicle);
    PelvisNode->addChild(ClavicleNode);

    InvBind = ClavicleNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(Clavicle, InvBind);
    setName(Clavicle, "Clavicle Joint");
    setName(ClavicleNode, "Clavicle Node");

    /*================================================================================================*/
    /*                                       Left Shoulder                                                 */
    LeftShoulder = Joint::create(); //create a joint called LeftShoulder 
    TempMat.setTranslate(1.0,-0.5,0.0);
    LeftShoulder->setJointTransformation(TempMat);

    NodeRecPtr LeftShoulderNode = makeNodeFor(LeftShoulder);
    ClavicleNode->addChild(LeftShoulderNode);

    InvBind = LeftShoulderNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftShoulder, InvBind);
    setName(LeftShoulder, "Left Shoulder Joint");
    setName(LeftShoulderNode, "Left Shoulder Node");

    /*================================================================================================*/
    /*                                       Left Elbow                                                 */
    LeftElbow = Joint::create(); //create a joint called LeftElbow 
    TempMat.setTranslate(2.0,0.0,0.0);
    LeftElbow->setJointTransformation(TempMat);

    NodeRecPtr LeftElbowNode = makeNodeFor(LeftElbow);
    LeftShoulderNode->addChild(LeftElbowNode);

    InvBind = LeftElbowNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftElbow, InvBind);
    setName(LeftElbow, "Left Elbow Joint");
    setName(LeftElbowNode, "Left Elbow Node");

    /*================================================================================================*/
    /*                                       Left Hand                                                 */
    LeftHand = Joint::create(); //create a joint called LeftHand 
    TempMat.setTranslate(2.0,0.0,0.0);
    LeftHand->setJointTransformation(TempMat);

    NodeRecPtr LeftHandNode = makeNodeFor(LeftHand);
    LeftElbowNode->addChild(LeftHandNode);

    InvBind = LeftHandNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftHand, InvBind);
    setName(LeftHand, "Left Hand Joint");
    setName(LeftHandNode, "Left Hand Node");
    /*================================================================================================*/
    /*                                       Left Fingers                                                 */
    LeftFingers = Joint::create(); //create a joint called LeftFingers 
    TempMat.setTranslate(1.0,0.0,0.0);
    LeftFingers->setJointTransformation(TempMat);

    NodeRecPtr LeftFingersNode = makeNodeFor(LeftFingers);
    LeftHandNode->addChild(LeftFingersNode);

    InvBind = LeftFingersNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftFingers, InvBind);
    setName(LeftFingers, "Left Fingers Joint");
    setName(LeftFingersNode, "Left Fingers Node");

    /*================================================================================================*/
    /*                                       Right Shoulder                                                 */
    RightShoulder = Joint::create(); //create a joint called RightShoulder 
    TempMat.setTranslate(-1.0,-0.5,0.0);
    RightShoulder->setJointTransformation(TempMat);

    NodeRecPtr RightShoulderNode = makeNodeFor(RightShoulder);
    ClavicleNode->addChild(RightShoulderNode);

    InvBind = RightShoulderNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightShoulder, InvBind);
    setName(RightShoulder, "Right Shoulder Joint");
    setName(RightShoulderNode, "Right Shoulder Node");

    /*================================================================================================*/
    /*                                       Right Elbow                                                 */
    RightElbow = Joint::create(); //create a joint called RightElbow 
    TempMat.setTranslate(-2.0,0.0,0.0);
    RightElbow->setJointTransformation(TempMat);

    NodeRecPtr RightElbowNode = makeNodeFor(RightElbow);
    RightShoulderNode->addChild(RightElbowNode);

    InvBind = RightElbowNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightElbow, InvBind);
    setName(RightElbow, "Right Elbow Joint");
    setName(RightElbowNode, "Right Elbow Node");

    /*================================================================================================*/
    /*                                       Right Hand                                                 */
    RightHand = Joint::create(); //create a joint called RightHand 
    TempMat.setTranslate(-2.0,0.0,0.0);
    RightHand->setJointTransformation(TempMat);

    NodeRecPtr RightHandNode = makeNodeFor(RightHand);
    RightElbowNode->addChild(RightHandNode);

    InvBind = RightHandNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightHand, InvBind);
    setName(RightHand, "Right Hand Joint");
    setName(RightHandNode, "Right Hand Node");

    /*================================================================================================*/
    /*                                       Right Fingers                                                 */
    RightFingers = Joint::create(); //create a joint called RightFingers 
    TempMat.setTranslate(-1.0,0.0,0.0);
    RightFingers->setJointTransformation(TempMat);

    NodeRecPtr RightFingersNode = makeNodeFor(RightFingers);
    RightHandNode->addChild(RightFingersNode);

    InvBind = RightFingersNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightFingers, InvBind);
    setName(RightFingers, "Right Fingers Joint");
    setName(RightFingersNode, "Right Fingers Node");

    /*================================================================================================*/
    /*                                       Head                                                 */
    Head = Joint::create(); //create a joint called Head 
    TempMat.setTranslate(0.0,1.0,0.0);
    Head->setJointTransformation(TempMat);

    NodeRecPtr HeadNode = makeNodeFor(Head);
    ClavicleNode->addChild(HeadNode);

    InvBind = HeadNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(Head, InvBind);
    setName(Head, "Head Joint");
    setName(HeadNode, "Head Node");

    /*================================================================================================*/
    /*                                       Left Hip                                                 */
    LeftHip = Joint::create(); //create a joint called LeftHip 
    TempMat.setTranslate(1.0,-1.0,0.0);
    LeftHip->setJointTransformation(TempMat);

    NodeRecPtr LeftHipNode = makeNodeFor(LeftHip);
    PelvisNode->addChild(LeftHipNode);

    InvBind = LeftHipNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftHip, InvBind);
    setName(LeftHip, "Left Hip Joint");
    setName(LeftHipNode, "Left Hip Node");

    /*================================================================================================*/
    /*                                       Left Knee                                                 */
    LeftKnee = Joint::create(); //create a joint called LeftKnee 
    TempMat.setTranslate(0.0,-3.0,0.0);
    LeftKnee->setJointTransformation(TempMat);

    NodeRecPtr LeftKneeNode = makeNodeFor(LeftKnee);
    LeftHipNode->addChild(LeftKneeNode);

    InvBind = LeftKneeNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftKnee, InvBind);
    setName(LeftKnee, "Left Knee Joint");
    setName(LeftKneeNode, "Left Knee Node");

    /*================================================================================================*/
    /*                                       Left Foot                                                 */
    LeftFoot = Joint::create(); //create a joint called LeftFoot 
    TempMat.setTranslate(0.0,-3.0,0.0);
    LeftFoot->setJointTransformation(TempMat);

    NodeRecPtr LeftFootNode = makeNodeFor(LeftFoot);
    LeftKneeNode->addChild(LeftFootNode);

    InvBind = LeftFootNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftFoot, InvBind);
    setName(LeftFoot, "Left Foot Joint");
    setName(LeftFootNode, "Left Foot Node");

    /*================================================================================================*/
    /*                                       Left Toes                                                 */
    LeftToes = Joint::create(); //create a bone called ExampleChildbone
    TempMat.setTranslate(0.0,0.0,1.0);
    LeftToes->setJointTransformation(TempMat);

    NodeRecPtr LeftToesNode = makeNodeFor(LeftToes);
    LeftFootNode->addChild(LeftToesNode);

    InvBind = LeftToesNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftToes, InvBind);
    setName(LeftToes, "Left Toes Joint");
    setName(LeftToesNode, "Left Toes Node");

    /*================================================================================================*/
    /*                                       Right Hip                                                 */
    RightHip = Joint::create(); //create a joint called RightHip 
    TempMat.setTranslate(-1.0,-1.0,0.0);
    RightHip->setJointTransformation(TempMat);

    NodeRecPtr RightHipNode = makeNodeFor(RightHip);
    PelvisNode->addChild(RightHipNode);

    InvBind = RightHipNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightHip, InvBind);
    setName(RightHip, "Right Hip Joint");
    setName(RightHipNode, "Right Hip Node");

    /*================================================================================================*/
    /*                                       Right Knee                                                 */
    RightKnee = Joint::create(); //create a joint called RightKnee 
    TempMat.setTranslate(0.0,-3.0,0.0);
    RightKnee->setJointTransformation(TempMat);

    NodeRecPtr RightKneeNode = makeNodeFor(RightKnee);
    RightHipNode->addChild(RightKneeNode);

    InvBind = RightKneeNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightKnee, InvBind);
    setName(RightKnee, "Right Knee Joint");
    setName(RightKneeNode, "Right Knee Node");

    /*================================================================================================*/
    /*                                       Right Foot                                                 */
    RightFoot = Joint::create(); //create a joint called RightFoot 
    TempMat.setTranslate(0.0,-3.0,0.0);
    RightFoot->setJointTransformation(TempMat);

    NodeRecPtr RightFootNode = makeNodeFor(RightFoot);
    RightKneeNode->addChild(RightFootNode);

    InvBind = RightFootNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightFoot, InvBind);
    setName(RightFoot, "Right Foot Joint");
    setName(RightFootNode, "Right Foot Node");
    
    /*================================================================================================*/
    /*                                       Right Toes                                                 */
    RightToes = Joint::create(); //create a joint called RightToes 
    TempMat.setTranslate(0.0,0.0,1.0);
    RightToes->setJointTransformation(TempMat);

    NodeRecPtr RightToesNode = makeNodeFor(RightToes);
    RightFootNode->addChild(RightToesNode);

    InvBind = RightToesNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightToes, InvBind);
    setName(RightToes, "Right Toes Joint");
    setName(RightToesNode, "Right Toes Node");


    //Create a geometry to attach to the skeleton (i.e-> skin)
    GeoUInt8PropertyUnrecPtr type = GeoUInt8Property::create();        
        type->push_back(GL_QUADS);

    GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create();    
        lens->push_back(72);
    GeoPnt3fPropertyUnrecPtr  pnts  = GeoPnt3fProperty ::create();
        // the points of the Quads

        //Back
        pnts->push_back(Pnt3f(-0.5,  6.0,  0));
        pnts->push_back(Pnt3f( 0.5,  6.0,  0));
        pnts->push_back(Pnt3f( 0.5,  12.0,  0));
        pnts->push_back(Pnt3f(-0.5,  12.0,  0));

        //Head
        pnts->push_back(Pnt3f(-0.5,  12,  0));
        pnts->push_back(Pnt3f( 0.5,  12,  0));
        pnts->push_back(Pnt3f( 0.5,  13,  0));
        pnts->push_back(Pnt3f(-0.5,  13,  0));

        //Left Shoulder
        pnts->push_back(Pnt3f(0.0,  11.5,  0));
        pnts->push_back(Pnt3f(0.0,  12.5,  0));
        pnts->push_back(Pnt3f(1.0,  12.0,  0));
        pnts->push_back(Pnt3f(1.0,  11.0,  0));

        //Left Humerus
        pnts->push_back(Pnt3f(1.0,  11.0,  0));
        pnts->push_back(Pnt3f(1.0,  12.0,  0));
        pnts->push_back(Pnt3f(3.0,  12.0,  0));
        pnts->push_back(Pnt3f(3.0,  11.0,  0));

        //Left Radius
        pnts->push_back(Pnt3f(3.0,  11.0,  0));
        pnts->push_back(Pnt3f(3.0,  12.0,  0));
        pnts->push_back(Pnt3f(5.0,  12.0,  0));
        pnts->push_back(Pnt3f(5.0,  11.0,  0));

        //Left Hand
        pnts->push_back(Pnt3f(5.0,  11.0,  0));
        pnts->push_back(Pnt3f(5.0,  12.0,  0));
        pnts->push_back(Pnt3f(6.0,  12.0,  0));
        pnts->push_back(Pnt3f(6.0,  11.0,  0));

        //Right Shoulder
        pnts->push_back(Pnt3f(0.0,  11.5,  0));
        pnts->push_back(Pnt3f(0.0,  12.5,  0));
        pnts->push_back(Pnt3f(-1.0,  12.0,  0));
        pnts->push_back(Pnt3f(-1.0,  11.0,  0));

        //Right Humerus
        pnts->push_back(Pnt3f(-1.0,  11.0,  0));
        pnts->push_back(Pnt3f(-1.0,  12.0,  0));
        pnts->push_back(Pnt3f(-3.0,  12.0,  0));
        pnts->push_back(Pnt3f(-3.0,  11.0,  0));

        //Right Radius
        pnts->push_back(Pnt3f(-3.0,  11.0,  0));
        pnts->push_back(Pnt3f(-3.0,  12.0,  0));
        pnts->push_back(Pnt3f(-5.0,  12.0,  0));
        pnts->push_back(Pnt3f(-5.0,  11.0,  0));

        //Right Hand
        pnts->push_back(Pnt3f(-5.0,  11.0,  0));
        pnts->push_back(Pnt3f(-5.0,  12.0,  0));
        pnts->push_back(Pnt3f(-6.0,  12.0,  0));
        pnts->push_back(Pnt3f(-6.0,  11.0,  0));

        //Left Hip
        pnts->push_back(Pnt3f(0.0, 6.5,  0));
        pnts->push_back(Pnt3f(0.5, 7.5,  0));
        pnts->push_back(Pnt3f( 1.5,  6.0,  0));
        pnts->push_back(Pnt3f(0.5,  6.0,  0));

        //Left Femur
        pnts->push_back(Pnt3f(0.5,  6.0,  0));
        pnts->push_back(Pnt3f( 1.5,  6.0,  0));
        pnts->push_back(Pnt3f( 1.5,  3.0,  0));
        pnts->push_back(Pnt3f(0.5,  3.0,  0));

        //Left Tibia
        pnts->push_back(Pnt3f(0.5,  3.0,  0));
        pnts->push_back(Pnt3f( 1.5,  3.0,  0));
        pnts->push_back(Pnt3f( 1.5,  0.0,  0));
        pnts->push_back(Pnt3f(0.5,  0.0,  0));

        //Left Foot
        pnts->push_back(Pnt3f(0.5,  0.0,  0));
        pnts->push_back(Pnt3f( 1.5,  0.0,  0));
        pnts->push_back(Pnt3f( 1.5,  0.0,  1.0));
        pnts->push_back(Pnt3f(0.5,  0.0,  1.0));


        //Right Hip
        pnts->push_back(Pnt3f(0.0, 6.5,  0));
        pnts->push_back(Pnt3f(-0.5, 7.5,  0));
        pnts->push_back(Pnt3f( -1.5,  6.0,  0));
        pnts->push_back(Pnt3f(-0.5,  6.0,  0));

        //Right Femur
        pnts->push_back(Pnt3f(-0.5,  6.0,  0));
        pnts->push_back(Pnt3f( -1.5,  6.0,  0));
        pnts->push_back(Pnt3f( -1.5,  3.0,  0));
        pnts->push_back(Pnt3f(-0.5,  3.0,  0));

        //Right Tibia
        pnts->push_back(Pnt3f(-0.5,  3.0,  0));
        pnts->push_back(Pnt3f( -1.5,  3.0,  0));
        pnts->push_back(Pnt3f( -1.5,  0.0,  0));
        pnts->push_back(Pnt3f(-0.5,  0.0,  0));

        //Right Foot
        pnts->push_back(Pnt3f(-0.5,  0.0,  0));
        pnts->push_back(Pnt3f( -1.5,  0.0,  0));
        pnts->push_back(Pnt3f( -1.5,  0.0,  1.0));
        pnts->push_back(Pnt3f(-0.5,  0.0,  1.0));

    //Normals
    GeoVec3fPropertyUnrecPtr  norms = GeoVec3fProperty ::create();
    geo=Geometry::create();
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Hip
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Femur
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Tibia
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Foot
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));

    //Right Hip
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Right Femur
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Right Tibia
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Right Foot
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));

    //Tell the geometry (geo) to use the points and normals we just defined
    geo->setTypes    (type);
    geo->setLengths  (lens);
    geo->setPositions(pnts);
    geo->setNormals(norms);

    // assign a material to the geometry to make it visible. The details
    // of materials are defined later.
    geo->setMaterial(getDefaultMaterial());   

    //Create unbound geometry node (for displaying mesh in its bind pose)
    UnboundGeometry = Node::create();
    UnboundGeometry->setCore(geo);
    UnboundGeometry->setTravMask(0);  //By default, we won't show the mesh's bind pose




    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
    ExampleSkeletonDrawable->setDrawBindPose(false);  //By default, we don't draw the skeleton's bind pose
    ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When drawn, the skeleton's bind pose renders green
    ExampleSkeletonDrawable->setDrawPose(true);  //By default, we do draw the skeleton's current pose
    ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose renders blue

    //Skeleton Node
    SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);




    // Skeleton Blended Geometry
    // Here we are attaching the "skin" to the skeleton so that when the skeleton is animated, the skin moves with it
    ExampleSkeleton->setBaseGeometry(geo);
    //Back
    ExampleSkeleton->addJointBlending(0,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(1,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(2,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(3,Clavicle,1.0f);

    //Head
    ExampleSkeleton->addJointBlending(4,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(5,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(6,Head,1.0f);
    ExampleSkeleton->addJointBlending(7,Head,1.0f);

    //Left Shoulder
    ExampleSkeleton->addJointBlending(8,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(9,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(10,LeftShoulder,1.0f);
    ExampleSkeleton->addJointBlending(11,LeftShoulder,1.0f);

    //Left Humerus
    ExampleSkeleton->addJointBlending(12,LeftShoulder,1.0f);
    ExampleSkeleton->addJointBlending(13,LeftShoulder,1.0f);
    ExampleSkeleton->addJointBlending(14,LeftElbow,0.8f);
    ExampleSkeleton->addJointBlending(15,LeftElbow,0.8f);
    ExampleSkeleton->addJointBlending(14,LeftHand,0.2f);
    ExampleSkeleton->addJointBlending(15,LeftHand,0.2f);

    //Left Radius
    ExampleSkeleton->addJointBlending(16,LeftElbow,1.0f);
    ExampleSkeleton->addJointBlending(17,LeftElbow,1.0f);
    ExampleSkeleton->addJointBlending(18,LeftHand,1.0f);
    ExampleSkeleton->addJointBlending(19,LeftHand,1.0f);

    //Left Hand
    ExampleSkeleton->addJointBlending(20,LeftHand,1.0f);
    ExampleSkeleton->addJointBlending(21,LeftHand,1.0f);
    ExampleSkeleton->addJointBlending(22,LeftFingers,1.0f);
    ExampleSkeleton->addJointBlending(23,LeftFingers,1.0f);

    //Right Shoulder
    ExampleSkeleton->addJointBlending(24,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(25,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(26,RightShoulder,1.0f);
    ExampleSkeleton->addJointBlending(27,RightShoulder,1.0f);

    //Right Humerus
    ExampleSkeleton->addJointBlending(28,RightShoulder,1.0f);
    ExampleSkeleton->addJointBlending(29,RightShoulder,1.0f);
    ExampleSkeleton->addJointBlending(30,RightElbow,1.0f);
    ExampleSkeleton->addJointBlending(31,RightElbow,1.0f);

    //Right Radius
    ExampleSkeleton->addJointBlending(32,RightElbow,1.0f);
    ExampleSkeleton->addJointBlending(33,RightElbow,1.0f);
    ExampleSkeleton->addJointBlending(34,RightHand,1.0f);
    ExampleSkeleton->addJointBlending(35,RightHand,1.0f);

    //Right Hand
    ExampleSkeleton->addJointBlending(36,RightHand,1.0f);
    ExampleSkeleton->addJointBlending(37,RightHand,1.0f);
    ExampleSkeleton->addJointBlending(38,RightFingers,1.0f);
    ExampleSkeleton->addJointBlending(39,RightFingers,1.0f);

    //Left Hip
    ExampleSkeleton->addJointBlending(40,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(41,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(42,LeftHip,1.0f);
    ExampleSkeleton->addJointBlending(43,LeftHip,1.0f);

    //Left Femur
    ExampleSkeleton->addJointBlending(44,LeftHip,1.0f);
    ExampleSkeleton->addJointBlending(45,LeftHip,1.0f);
    ExampleSkeleton->addJointBlending(46,LeftKnee,1.0f);
    ExampleSkeleton->addJointBlending(47,LeftKnee,1.0f);

    //Left Tibia
    ExampleSkeleton->addJointBlending(48,LeftKnee,1.0f);
    ExampleSkeleton->addJointBlending(49,LeftKnee,1.0f);
    ExampleSkeleton->addJointBlending(50,LeftFoot,1.0f);
    ExampleSkeleton->addJointBlending(51,LeftFoot,1.0f);

    //Left Foot
    ExampleSkeleton->addJointBlending(52,LeftFoot,1.0f);
    ExampleSkeleton->addJointBlending(53,LeftFoot,1.0f);
    ExampleSkeleton->addJointBlending(54,LeftToes,1.0f);
    ExampleSkeleton->addJointBlending(55,LeftToes,1.0f);

    //Right Hip
    ExampleSkeleton->addJointBlending(56,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(57,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(58,RightHip,1.0f);
    ExampleSkeleton->addJointBlending(59,RightHip,1.0f);

    //Right Femur
    ExampleSkeleton->addJointBlending(60,RightHip,1.0f);
    ExampleSkeleton->addJointBlending(61,RightHip,1.0f);
    ExampleSkeleton->addJointBlending(62,RightKnee,1.0f);
    ExampleSkeleton->addJointBlending(63,RightKnee,1.0f);

    //Right Tibia
    ExampleSkeleton->addJointBlending(64,RightKnee,1.0f);
    ExampleSkeleton->addJointBlending(65,RightKnee,1.0f);
    ExampleSkeleton->addJointBlending(66,RightFoot,1.0f);
    ExampleSkeleton->addJointBlending(67,RightFoot,1.0f);

    //Right Foot
    ExampleSkeleton->addJointBlending(68,RightFoot,1.0f);
    ExampleSkeleton->addJointBlending(69,RightFoot,1.0f);
    ExampleSkeleton->addJointBlending(70,RightToes,1.0f);
    ExampleSkeleton->addJointBlending(71,RightToes,1.0f);

    MeshNode = Node::create();
    MeshNode->setCore(ExampleSkeleton);

    //Create scene node 
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(UnboundGeometry);
    scene->addChild(SkeletonNode);
    scene->addChild(MeshNode);

    mgr->setRoot(scene);

    //Setup the Animation
    setupAnimation();

    //Save to an xml file
    FCFileType::FCPtrStore Containers;
    Containers.insert(ExampleSkeleton);
    Containers.insert(PelvisNode);
    Containers.insert(TheSkeletonAnimation);

    //Use an empty Ignore types vector
    FCFileType::FCTypeVector IgnoreTypes;
    //IgnoreTypes.push_back(Node::getClassType().getId());
    
    //Write the Field Containers to a xml file
    FCFileHandler::the()->write(Containers,BoostPath("./13Output.xml"),IgnoreTypes);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "13MeshBlending");

    //Main Loop
    TutorialWindow->mainLoop();


    osgExit();

    return 0;
}